GLSL output: Removed fixed-size buffer; fixes #769.
Makes some white-space differences in most output, plus a few cases where more could have been put out but was cut short by the previous fix-sized buffer.
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332 changed files with 62136 additions and 62097 deletions
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@ -2,32 +2,32 @@ hlsl.promote.atomic.frag
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:5 Function Definition: @main( (temp 4-component vector of float)
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0:5 Function Definition: @main( ( temp 4-component vector of float)
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0:5 Function Parameters:
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0:? Sequence
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0:13 move second child to first child (temp int)
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0:13 'Orig' (temp int)
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0:13 Convert uint to int (temp int)
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0:13 imageAtomicAdd (temp uint)
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0:13 's_uintbuff' (layout(r32ui ) uniform uimageBuffer)
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0:13 'Loc' (temp int)
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0:13 Convert int to uint (temp uint)
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0:13 'Inc' (temp int)
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0:13 move second child to first child ( temp int)
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0:13 'Orig' ( temp int)
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0:13 Convert uint to int ( temp int)
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0:13 imageAtomicAdd ( temp uint)
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0:13 's_uintbuff' (layout( r32ui) uniform uimageBuffer)
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0:13 'Loc' ( temp int)
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0:13 Convert int to uint ( temp uint)
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0:13 'Inc' ( temp int)
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0:15 Branch: Return with expression
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0:? Constant:
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:5 Function Definition: main( (temp void)
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0:5 Function Definition: main( ( temp void)
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0:5 Function Parameters:
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0:? Sequence
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0:5 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:5 Function Call: @main( (temp 4-component vector of float)
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0:5 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:5 Function Call: @main( ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 's_uintbuff' (layout(r32ui ) uniform uimageBuffer)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:? 's_uintbuff' (layout( r32ui) uniform uimageBuffer)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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Linked fragment stage:
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@ -36,32 +36,32 @@ Linked fragment stage:
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:5 Function Definition: @main( (temp 4-component vector of float)
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0:5 Function Definition: @main( ( temp 4-component vector of float)
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0:5 Function Parameters:
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0:? Sequence
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0:13 move second child to first child (temp int)
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0:13 'Orig' (temp int)
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0:13 Convert uint to int (temp int)
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0:13 imageAtomicAdd (temp uint)
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0:13 's_uintbuff' (layout(r32ui ) uniform uimageBuffer)
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0:13 'Loc' (temp int)
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0:13 Convert int to uint (temp uint)
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0:13 'Inc' (temp int)
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0:13 move second child to first child ( temp int)
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0:13 'Orig' ( temp int)
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0:13 Convert uint to int ( temp int)
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0:13 imageAtomicAdd ( temp uint)
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0:13 's_uintbuff' (layout( r32ui) uniform uimageBuffer)
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0:13 'Loc' ( temp int)
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0:13 Convert int to uint ( temp uint)
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0:13 'Inc' ( temp int)
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0:15 Branch: Return with expression
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0:? Constant:
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:5 Function Definition: main( (temp void)
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0:5 Function Definition: main( ( temp void)
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0:5 Function Parameters:
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0:? Sequence
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0:5 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:5 Function Call: @main( (temp 4-component vector of float)
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0:5 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:5 Function Call: @main( ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 's_uintbuff' (layout(r32ui ) uniform uimageBuffer)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:? 's_uintbuff' (layout( r32ui) uniform uimageBuffer)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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// Module Version 10000
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// Generated by (magic number): 80001
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